Get bone returns 0,0,0
Again title says it all
I feel like I am total noob but I have tried everything I know.
Thanks in advance 
I feel like I am total noob but I have tried everything I know.Code:
GetBonePosition(enemy, 10, HeadPos); CalcAngle(me->GetEyePosition(), HeadPos, AimAngles, me);
Code:
bool GetBonePosition(CBaseEntity *pEnt, int bone, Vector& hitbox)
{
matrix3x4_t MatrixArray[128];
if (!pEnt->SetupBones(&MatrixArray[0], 128, 0x00000100, Interfaces.Globals->curtime))
return false;
matrix3x4_t HitboxMatrix = MatrixArray[bone];
hitbox = Vector(HitboxMatrix[0][3], HitboxMatrix[1][3], HitboxMatrix[2][3]);
return true;
}
Code:
bool SetupBones(matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime)
{
void *pRenderable = (void*)(this + 0x4);
typedef bool(__thiscall* OriginalFn)(PVOID, matrix3x4_t*, int, int, float);
return ((OriginalFn)VMT.GetFunction(pRenderable, 16))(pRenderable, pBoneToWorldOut, nMaxBones, boneMask, currentTime);
}
